/* Do not remove the headers from this file! see /USAGE for more info. */ /* */ /* This is an example room for the lima mudlib */ /* */ /* Created by zifnab@lima bean 7/24/95 */ /* */ /****************************************************************/ inherit ROOM; /* * This is a special case function. That allows you to check for * a condition before deciding to let the person enter your room. * there are multiple ways to do this. See help exits for more * information. */ mixed can_go_str(string dir) { object env = environment( this_body()); if (dir != "east") return ::can_go_str(dir); if( env->is_vehicle() && member_array( "car", env->query_id()) != -1) { return ::can_go_str(dir); } return "Perhaps it would be better if you were in a car.\n"; } /* * Setup() is where you define what makes your room differant from * the other rooms on the mud. Setup() in the Lima mudlib is used instead * of create() in the rooms/objects. */ void setup(){ /* * set_area() allows to give a "name" to your area. This currently * is used in the lib to control what rooms a wandering monster can * "wander" into. */ set_area("wiz_area"); /* * set_brief() this is the "short" description of the room. This will * appear on the top line if you do a look in the room. Also if the player * has brief on, this is what they will see. */ set_brief("Example Room"); /* * set_long() is the long description of the room. This should be as * descriptive as possible. But try not to go over 5-6 lines unless its * necessary, people dont want to read long descriptions that are not * interesting. */ set_long("This is an example room for the lima mudlib. " "It is fairly non-descript however there are a few objects laying " "about that may warrant looking at. Propped up in the southwest " "corner is an old discarded suit of armor. On the west side of " "the room is an arched doorway leading bask to the wizard lounge. " "For some odd reason there is a car wash to the east!"); /* * set_exits() is where you specify the exits that your room will have. * if the room that the exit leads to is in the same directory, all you * need to do is specify the room name. or you can use __DIR__ (the driver * recognizes this as the current directory), and it makes things a bit * clearer. for more information on what you can do see help exits. */ set_exits( ([ "west" : "Wizroom", "south" : "Relations_And_Toys", "north" : "/domains/std/rooms/V_Plains/4/7", "east" : "Car_Wash", ]) ); // This sets a special message to be seen when you enter the room on the other // side of the specified exit set_enter_msg("east", "As $n $venter the car wash, jets of water begin washing off the dust and grime.\n"); /* * set_exit_msg() allows you to give your room a unique message when leaving * the room, rather than seeing foo leaves.. The players inthe room, and * the player moving will see your message. set_enter_msg would be used for * entrance messages. */ /* * add_item() Allows for items that are used for scenery only. These items * are not meant to be used for anything real. for example a player cannot * get these items, basically they are for scenery and atmosphere only. If * want the player to do anythign "real" use set_objects( ) and make a "real" * object. */ add_item( "suit" , "armor" , "suit of armor" , "The armor is very old and well worn. While examining the " "armor you imagine you hear the sounds of combat coming from " "behind you."); /* * set_objects() is where put your real objects. The first part if the * actual object. If this is in the directory again you only need to * specify the objects file name, not the entire path. __DIR__ is valid * here also. The number following the : are the number of this particular * object to clone and move to the room. when reset() is called in this * room, if the safe no longer exists in this room it will be cloned and * moved into the room. */ set_objects ( ([ ])); }